Source code of Windows XP (NT5)
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/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: dpclip.c
* Content: DrawPrimitive clipper
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
//----------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::Clip(D3DFE_PROCESSVERTICES *pv, ClipVertex *cv1,
ClipVertex *cv2,
ClipVertex *cv3)
{
ClipTriangle newtri;
LPVOID saveVer = pv->lpvOut; // For indexed primitive
DWORD numVer = pv->dwNumVertices; // For indexed primitive
newtri.v[0] = cv1;
newtri.v[1] = cv2;
newtri.v[2] = cv3;
int count;
ClipVertex** ver;
cv1->clip |= CLIPPED_ENABLE;
cv2->clip |= CLIPPED_ENABLE;
cv3->clip |= CLIPPED_ENABLE;
// For the flat shading mode we have to use first vertex color as
// color for all vertices
D3DCOLOR diffuse1; // Original colors
D3DCOLOR specular1;
D3DCOLOR diffuse2;
D3DCOLOR specular2;
if (pv->lpdwRStates[D3DRS_SHADEMODE] == D3DSHADE_FLAT)
{
// It is easier to set all vertices to the same color here
D3DCOLOR diffuse = cv1->color;
// Exclude fog factor
D3DCOLOR specular = cv1->specular & 0x00FFFFFF;
//Save original colors
diffuse1 = cv2->color;
specular1 = cv2->specular;
diffuse2 = cv3->color;
specular2 = cv3->specular;
// Copy the same color to all vertices but preserve fog factor, because
// fog factor should be interpolated
cv2->color = diffuse;
cv3->color = diffuse;
cv2->specular = (cv2->specular & 0xFF000000) | specular;
cv3->specular = (cv3->specular & 0xFF000000) | specular;
}
if (count = pv->pGeometryFuncs->ClipSingleTriangle(pv, &newtri, &ver))
{
int i;
HRESULT ret;
BYTE *pTLV = pv->ClipperState.clipBuf;
BYTE *p = pTLV;
for (i = 0; i < count; i++)
{
MAKE_TL_VERTEX_FVF(pv, p, ver[i]);
p += pv->dwOutputSize;
}
ret = DRAW_CLIPPED_PRIM(pv, D3DPT_TRIANGLEFAN, pTLV, count, count-2);
if (ret)
return ret;
}
// CLIPPED_ENABLE bit could be set in the ClipSingleTriangle.
// If this bit is not cleared, clipping will be wrong. Because, clip
// vertices are re-used by next triangles.
// This bit should be cleared *after* drawing command. Otherwise, edge flags
// will be incorrect
cv1->clip &= ~CLIPPED_ENABLE;
cv2->clip &= ~CLIPPED_ENABLE;
cv3->clip &= ~CLIPPED_ENABLE;
if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_FLAT)
{
// Restore original colors
cv2->color = diffuse1;
cv2->specular = specular1;
cv3->color = diffuse2;
cv3->specular = specular2;
}
pv->lpvOut = saveVer;
pv->dwNumVertices = numVer;
return D3D_OK;
}
//----------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ClipLine(D3DFE_PROCESSVERTICES *pv, ClipVertex *v1, ClipVertex *v2)
{
ClipTriangle newline;
LPVOID saveVer = pv->lpvOut; // For indexed primitive
DWORD numVer = pv->dwNumVertices; // For indexed primitive
ClipVertex cv1 = *v1;
ClipVertex cv2 = *v2;
newline.v[0] = &cv1;
newline.v[1] = &cv2;
int count;
ClipVertex** ver;
if (pv->lpdwRStates[D3DRENDERSTATE_SHADEMODE] == D3DSHADE_FLAT)
{
// Copy the same color to all vertices but preserve fog factor, because
// fog factor should be interpolated
cv2.color = cv1.color;
cv2.specular = (cv2.specular & 0xFF000000)|(cv1.specular & 0x00FFFFFF);
}
if (ClipSingleLine(pv, &newline))
{
BYTE *pTLV = pv->ClipperState.clipBuf;
BYTE *p = pTLV;
MAKE_TL_VERTEX_FVF(pv, p, newline.v[0]);
p += pv->dwOutputSize;
MAKE_TL_VERTEX_FVF(pv, p, newline.v[1]);
HRESULT ret = DRAW_CLIPPED_PRIM(pv, D3DPT_LINELIST, pTLV, 2, 1);
if (ret)
return ret;
}
pv->lpvOut = saveVer;
pv->dwNumVertices = numVer;
return D3D_OK;
}
//------------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ProcessClippedTriangleFan(D3DFE_PROCESSVERTICES *pv)
{
BYTE *p1;
DWORD f1;
D3DFE_CLIPCODE *clipCode;
DWORD i;
HRESULT ret;
BYTE *vertex;
BYTE *startVertex;
int vertexCount;
DWORD vertexSize;
ClipVertex cv[3];
BOOL vertexTransformed;
vertexTransformed = pv->dwFlags & D3DPV_TLVCLIP;;
clipCode = pv->lpClipFlags;
vertex = (BYTE*)pv->lpvOut;
startVertex = (BYTE*)pv->lpvOut;
vertexSize = pv->dwOutputSize;
vertexCount = 0;
f1 = clipCode[0];
p1 = vertex;
clipCode++;
vertex += vertexSize;
// In the clipper color from the first vertex is propagated to all
// vertices for FLAT shade mode. In triangle fans the second vertex defines
// the color in FLAT shade mode. So we will make the vertex order: 1, 2, 0
MAKE_CLIP_VERTEX_FVF(pv, cv[2], p1, f1, vertexTransformed);
for (i = pv->dwNumVertices-2; i; i--)
{
DWORD f2, f3; // vertex clip flags
f2 = clipCode[0];
f3 = clipCode[1];
BOOL needClip = FALSE;
BOOL offFrustum = FALSE;
if (f1 & f2 & f3)
offFrustum = TRUE;
else
if ((f1 | f2 | f3) & pv->dwClipMaskOffScreen)
needClip = TRUE;
if (offFrustum || needClip)
{ // if this tri does need clipping
if (vertexCount)
{ // first draw the ones that didn't need clipping
BYTE tmp[__MAX_VERTEX_SIZE];
BYTE *pStart = startVertex;
if (startVertex != p1)
{
pStart -= vertexSize;
memcpy (tmp, pStart, vertexSize);
memcpy (pStart, p1, vertexSize);
// Mark this call as gen by clipper, but set non clipped bit
pv->dwFlags |= D3DPV_NONCLIPPED;
ret = DRAW_CLIPPED_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2,
vertexCount);
pv->dwFlags &= ~D3DPV_NONCLIPPED;
}
else
{
ret = DRAW_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2, vertexCount);
}
if (startVertex != p1)
memcpy (pStart, tmp, vertexSize);
if (ret)
return ret;
}
// reset count and start ptr
vertexCount = 0;
startVertex = vertex + vertexSize;
// now deal with the single clipped triangle
// first check if it should just be tossed or if it should be clipped
if (!offFrustum)
{
BYTE *p2 = vertex;
BYTE *p3 = vertex + vertexSize;
MAKE_CLIP_VERTEX_FVF(pv, cv[0], p2, f2, vertexTransformed);
MAKE_CLIP_VERTEX_FVF(pv, cv[1], p3, f3, vertexTransformed);
ret = Clip(pv, &cv[0], &cv[1], &cv[2]);
if (ret) return ret;
}
} else
vertexCount++;
clipCode++;
vertex += vertexSize;
}
// draw final batch, if any
if (vertexCount)
{
BYTE tmp[__MAX_VERTEX_SIZE];
BYTE *pStart = startVertex;
if (startVertex == p1)
{
ret = DRAW_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2, vertexCount);
}
else
{
pStart -= vertexSize;
memcpy(tmp, pStart, vertexSize);
memcpy(pStart, p1, vertexSize);
// Mark this call as gen by clipper
pv->dwFlags |= D3DPV_NONCLIPPED;
ret = DRAW_CLIPPED_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2, vertexCount);
pv->dwFlags &= ~D3DPV_NONCLIPPED;
}
if (startVertex != p1)
memcpy(pStart, tmp, vertexSize);
if (ret)
return ret;
}
return D3D_OK;
}
//------------------------------------------------------------------------------
HRESULT
D3DFE_PVFUNCSI::ProcessClippedIndexedTriangleFan(D3DFE_PROCESSVERTICES *pv)
{
DWORD f1; // Clip code for the first vertex
D3DFE_CLIPCODE *clipCode;
DWORD i;
HRESULT ret;
// Vertex array
BYTE *vertex;
// Start indexed of the current in-screen triangle batch
LPBYTE startIndex;
// Pointer to second index of the current triangle
LPBYTE index = (LPBYTE)pv->lpwIndices;
int vertexCount;
DWORD vertexSize;
ClipVertex cv[3];
DWORD dwIndexSize = pv->dwIndexSize;
DWORD dwFirstIndex; // First index of the primitive
BOOL vertexTransformed;
// If there was a off-screen or clipped triangle we copy the first primitive
// index to the start of the next in-screen triangle batch
BOOL bWasClipping = FALSE;
vertexTransformed = pv->dwFlags & D3DPV_TLVCLIP;
clipCode = pv->lpClipFlags;
vertex = (BYTE*)pv->lpvOut;
startIndex = (LPBYTE)pv->lpwIndices;
vertexSize = pv->dwOutputSize;
vertexCount = 0;
// Update the address of the vertex array to handle the index base
if (pv->dwIndexOffset != 0)
{
vertex -= pv->dwIndexOffset * vertexSize;
clipCode -= pv->dwIndexOffset;
}
if (dwIndexSize == 2)
dwFirstIndex = *(WORD*)index;
else
dwFirstIndex = *(DWORD*)index;
f1 = clipCode[dwFirstIndex];
LPBYTE ver; // First vertex
ver = vertex + dwFirstIndex * vertexSize;
index += dwIndexSize;
// In the clipper color from the first vertex is propagated to all
// vertices for FLAT shade mode. In triangle fans the second vertex defines
// the color in FLAT shade mode. So we will make the vertex order: 1, 2, 0
MAKE_CLIP_VERTEX_FVF(pv, cv[2], ver, f1, vertexTransformed);
for (i = pv->dwNumPrimitives; i; i--)
{
DWORD f2, f3; // vertex clip flags
DWORD v1, v2;
if (dwIndexSize == 2)
{
v1 = *(WORD*)index;
v2 = *(WORD*)(index + 2);
}
else
{
v1 = *(DWORD*)index;
v2 = *(DWORD*)(index + 4);
}
f2 = clipCode[v1];
f3 = clipCode[v2];
BOOL needClip = FALSE;
BOOL offFrustum = FALSE;
if (f1 & f2 & f3)
offFrustum = TRUE;
else
if ((f1 | f2 | f3) & pv->dwClipMaskOffScreen)
needClip = TRUE;
if (offFrustum || needClip)
{ // if this tri does need clipping
if (vertexCount)
{ // first draw the ones that didn't need clipping
WORD* pStart = (WORD*)startIndex;
DWORD tmp;
if (bWasClipping)
{
// Save old value of the index before the current start
// index and copy the first primitive index there. This
// will the start of the current unclipped batch
if (dwIndexSize == 2)
{
pStart--;
tmp = *pStart;
*pStart = (WORD)dwFirstIndex;
}
else
{
pStart -= 2;
tmp = *(DWORD*)pStart;
*(DWORD*)pStart = dwFirstIndex;
}
}
ret = DRAW_INDEX_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2,
vertexCount);
if (bWasClipping)
{ // Restore old value
if (dwIndexSize == 2)
*pStart = (WORD)tmp;
else
*(DWORD*)pStart = tmp;
}
if (ret)
return ret;
}
bWasClipping = TRUE;
// reset count and start ptr
vertexCount = 0;
startIndex = index + dwIndexSize;
// now deal with the single clipped triangle
// first check if it should just be tossed or if it should be clipped
if (!offFrustum)
{
BYTE *p2 = vertex + v1*vertexSize;
BYTE *p3 = vertex + v2*vertexSize;
MAKE_CLIP_VERTEX_FVF(pv, cv[0], p2, f2, vertexTransformed);
MAKE_CLIP_VERTEX_FVF(pv, cv[1], p3, f3, vertexTransformed);
ret = Clip(pv, &cv[0], &cv[1], &cv[2]);
if (ret) return ret;
}
}
else
vertexCount++;
index += dwIndexSize;
}
// draw final batch, if any
if (vertexCount)
{
WORD* pStart = (WORD*)startIndex;
DWORD tmp;
if (bWasClipping)
{
// Save old value of the index before the current start
// index and copy the first primitive index there. This
// will the start of the current unclipped batch
if (dwIndexSize == 2)
{
pStart--;
tmp = *pStart;
*pStart = (WORD)dwFirstIndex;
}
else
{
pStart -= 2;
tmp = *(DWORD*)pStart;
*(DWORD*)pStart = dwFirstIndex;
}
}
ret = DRAW_INDEX_PRIM(pv, D3DPT_TRIANGLEFAN, pStart, vertexCount+2,
vertexCount);
if (bWasClipping)
{ // Restore old value
if (dwIndexSize == 2)
*pStart = (WORD)tmp;
else
*(DWORD*)pStart = tmp;
}
if (ret)
return ret;
}
return D3D_OK;
}
#define __PROCESS_LINE_NAME ProcessClippedLine
#define __PROCESS_TRI_LIST_NAME ProcessClippedTriangleList
#define __PROCESS_TRI_STRIP_NAME ProcessClippedTriangleStrip
#include "clipprim.h"
#define __INDEX_PRIM
#define __PROCESS_TRI_LIST_NAME ProcessClippedIndexedTriangleList
#define __PROCESS_TRI_STRIP_NAME ProcessClippedIndexedTriangleStrip
#define __PROCESS_LINE_NAME ProcessClippedIndexedLine
#include "clipprim.h"
//---------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ProcessClippedPoints(D3DFE_PROCESSVERTICES *pv)
{
DWORD i;
WORD count;
BYTE *lpStartVertex;
BYTE *lpCurVertex;
HRESULT ret;
D3DFE_CLIPCODE *clipCode;
const DWORD nVertices = pv->dwNumVertices;
clipCode = pv->lpClipFlags;
count = 0;
lpStartVertex = lpCurVertex = (BYTE*)pv->lpvOut;
for (i=0; i < nVertices; i++)
{
if (clipCode[i])
{ // if this point is clipped
if (count)
{ // first draw the ones that didn't need clipping
ret = DRAW_PRIM(pv, D3DPT_POINTLIST, lpStartVertex, count, count);
if (ret)
return ret;
}
// reset count and start ptr
count = 0;
lpCurVertex += pv->dwOutputSize;
lpStartVertex = lpCurVertex;
pv->pDDI->SkipVertices(1);
}
else
{
count++;
lpCurVertex += pv->dwOutputSize;
}
}
// draw final batch, if any
if (count)
{
ret = DRAW_PRIM(pv, D3DPT_POINTLIST, lpStartVertex, count, count);
if (ret)
return ret;
}
return D3D_OK;
}
//---------------------------------------------------------------------
// We do not throw away point sprites which centers are off screeen.
// We detect this case and compute screen coordinates for those sprites
//
HRESULT ProcessClippedPointSprites(D3DFE_PROCESSVERTICES *pv)
{
DWORD i;
WORD count;
BYTE *lpStartVertex;
BYTE *lpCurVertex;
HRESULT ret;
D3DFE_CLIPCODE *clipCode;
const DWORD nVertices = pv->dwNumVertices;
clipCode = pv->lpClipFlags;
count = 0;
lpStartVertex = lpCurVertex = (BYTE*)pv->lpvOut;
for (i=0; i < nVertices; i++)
{
// If a point is outside screen or guard band, the sprite could still
// be visible (when the guard band is small enough
if (clipCode[i] & ~(D3DCS_LEFT | D3DCS_RIGHT |
D3DCS_TOP | D3DCS_BOTTOM |
__D3DCLIPGB_ALL))
{
// This point is off viewing frustum
if (count)
{ // first draw the ones that didn't need clipping
ret = DRAW_PRIM(pv, D3DPT_POINTLIST, lpStartVertex, count, count);
if (ret)
return ret;
}
// reset count and start ptr
count = 0;
lpCurVertex += pv->dwOutputSize;
lpStartVertex = lpCurVertex;
if (!(pv->dwDeviceFlags & D3DDEV_DOPOINTSPRITEEMULATION))
pv->pDDI->SkipVertices(1);
}
else
{
if (clipCode[i])
{
// When we are here, the point sprite center is off-screen, but
// could be visible
// Non zero when the point is outside guard band
DWORD gbBits = clipCode[i] & __D3DCLIPGB_ALL;
// Screen coordinates were not computed for the point if there is
// no guard band or the point is outside the guard band
if (!(pv->dwDeviceFlags & D3DDEV_GUARDBAND) ||
(pv->dwDeviceFlags & D3DDEV_GUARDBAND) && gbBits)
{
D3DVECTORH* p = (D3DVECTORH*)lpCurVertex;
float w = 1.0f/p->w;
p->x = p->x * w * pv->vcache.scaleX + pv->vcache.offsetX;
p->y = p->y * w * pv->vcache.scaleY + pv->vcache.offsetY;
p->z = p->z * w * pv->vcache.scaleZ + pv->vcache.offsetZ;
p->w = w;
}
}
count++;
lpCurVertex += pv->dwOutputSize;
}
}
// draw final batch, if any
if (count)
{
ret = DRAW_PRIM(pv, D3DPT_POINTLIST, lpStartVertex, count, count);
if (ret)
return ret;
}
return D3D_OK;
}
//---------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::ProcessClippedIndexedPoints(D3DFE_PROCESSVERTICES *pv)
{
DWORD i;
WORD count;
BYTE *lpStartIndex;
BYTE *lpCurIndex;
HRESULT ret;
D3DFE_CLIPCODE *clipCode;
const DWORD nIndices = pv->dwNumIndices;
DWORD dwIndexSize = pv->dwIndexSize;
LPBYTE pIndices = (LPBYTE)pv->lpwIndices;
clipCode = pv->lpClipFlags;
count = 0;
lpStartIndex = lpCurIndex = (BYTE*)pv->lpwIndices;
// Update the address of the vertex array to handle the index base
clipCode -= pv->dwIndexOffset;
for (i=0; i < nIndices; i++)
{
DWORD index;
if (dwIndexSize == 2)
index = *(WORD*)pIndices;
else
index = *(DWORD*)pIndices;
pIndices += dwIndexSize;
if (clipCode[index])
{ // if this point is clipped
if (count)
{ // first draw the ones that didn't need clipping
ret = DRAW_INDEX_PRIM(pv, D3DPT_POINTLIST, (WORD*)lpStartIndex,
count, count);
if (ret)
return ret;
}
// reset count and start ptr
count = 0;
lpCurIndex += pv->dwIndexSize;
lpStartIndex = lpCurIndex;
}
else
{
count++;
lpCurIndex += pv->dwIndexSize;
}
}
// draw final batch, if any
if (count)
{
ret = DRAW_INDEX_PRIM(pv, D3DPT_POINTLIST, (WORD*)lpStartIndex, count,
count);
if (ret)
return ret;
}
return D3D_OK;
}